Trek to Yomi preview (PC version tested)

Publisher Devolver Digital is always full of surprises and Trek to Yomi, a game set during feudal Japan is another surprise that has come out of nowhere, at least as far as I’m concerned.

I knew nothing about the game until the Australian-based PR team for the game got in touch asking if I was keen to preview the first opening hour or so. I watched a couple of trailers and was intrigued. Insomniac’s Ghost of Tsushima has left an itch for more games based on Japanese culture and samurai lore so could Trek to Yomi scratch that itch for me? Let’s find out.

Coming from developer Flying Wild Hog and Leonard Menchari, Trek to Yomi starts with a flashback of young samurai trainee Hiroki training with his sensei and it’s a good training sequence that introduces the sword-play that will become crucial as the game progresses. Hiroki’s arsenal includes fast upward slashes and slower paced but more deadly downward strikes.

Suddenly, Hiroki’s sensei grabs a spear, tells his ward to stay where he is and runs off to fight the villagers who have invaded the village. Hiroki, of course, doesn’t listen and runs off in search of his master only to see him slaughtered before his eyes. Hiroki vows to avenge his death. 

Trek to Yomi is a 2.5D game with a striking visual style: It has an old black and white film grain that is reminiscent of the samurai films of old. At times the camera will pull back, revealing rice fields, waterfalls and mountain backdrops, and a few times I just sat back and took in the view, Hiroki often silhouetted in the foreground with the sun shining through trees with falling leaves.

As you can see from these captures, which I took from the game, it really does have an amazing visual presence.

Adding to the immersion is the dialogue is in full Japanese. It really adds to the atmosphere of being drawn into a Japanese samurai movie of the 1950s. So far, so good.

When Hiroki explores the game world it’s in 2.5D, meaning he can move left and right, forward and backwards, exploring, but when combat is activated the perspective shifts to a flat 2D plane with Hiroki having to fight foes coming from the left and right.

Most of the time you can dispatch foes with simple slashing moves and as he progresses he unlocks more complex moves but, to be honest, I found it a struggle at times to have enough time to chain together some of the more complex combinations, instead tending to thrust and slash when confronted with a handful of enemies at once. It’ll have three difficulty modes: Kabuki (Story), Bushido (Normal) and Ronin (Hard).

The preview build only allowed for about an hour of game play – essentially the first two missions – and ended with Hiroki fighting one of the game’s bosses so it’s really hard to say how the game will be as it progresses and how the story develops.

My interest is definitely piqued by Trek to Yomi’s visuals and the Japanese narrative and location but with such a short preview build, it’s too early to say whether the game is style over substance.

I guess I’ll find out when the full game is released later this year, right?